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Author Topic: [TUTORIAL] Intro to modding for complete beginners  (Read 49032 times)

Bhdeale

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #30 on: March 27, 2020, 09:22:59 AM »

Hey there! I wanted to help out and it was a good chance to see what I could learn so I added a section about adding star systems. I only covered the programmatic generation for now, haven't made one using just csvs/config yet.
Let me know if there's anything I need to fix/move/change.
I really appreciate the effort you've put into making a tutorial! It has been a lot of reverse-engineering to make anything so far :D
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Red Legion
MoWeaponsMoShips

Stuffwriter

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #31 on: April 10, 2020, 10:16:38 PM »

I've found this tutorial to be extremely helpful, but I've run into an impasse!

The ship editor appears to be unable to load or access the excel file with all my ship data.

It keeps saying it's a windows exception and then the program crashes.

EXCEPTION_ACCESS_VIOLATION

Any idea what might be causing that?
« Last Edit: April 10, 2020, 10:18:32 PM by Stuffwriter »
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Bhdeale

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #32 on: April 13, 2020, 02:17:09 PM »

I'm no windows genius or anything, but you may be running into a permissions problem or file lock problem.

You could try running the ship editor program with elevated privileges (you might want to make a backup of your ship data file just in case)
Right click on the executable -> Run As Administrator

You could see if another program has locked the file (programs do this when they want to exclusively use a file sometimes) by closing other programs or just restarting your computer.

You may also need to check the file is editable, go to your ship_data and right click -> Properties -> Uncheck the "Read-only" box

Hope any of this helps :)
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MoWeaponsMoShips

Stuffwriter

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #33 on: April 13, 2020, 04:41:08 PM »

Unfortunately, I had already tried all these fixes before posting this.

This one's a real headscratcher. I was excited about making a mod, but I can't get any further than this.
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Harmful Mechanic

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #34 on: April 13, 2020, 05:25:19 PM »

As I recall, the editor has never handled the ship_data.csv and weapon_data.csv files well. You may as well grab a standalone editor anyway; there's enough Starsector stuff in .csv files that the ship editor doesn't open, you'll need it at some point.
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Stuffwriter

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #35 on: April 13, 2020, 09:44:10 PM »

Can you recommend something?
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Thaago

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #36 on: April 14, 2020, 12:20:08 AM »

On windows here: I use excel for the csv files, though you may need to tweak settings to make it work (mine worked standard, but non-US number/demarkation formats will be wrong: commas must be for separating values, not as part of a number).

I've had the same issue with the editor: over the years features have gotten less reliable, which is a real pity. Its still the best tool for setting ship bounds, engine/weapon locations etc though.
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AxleMC131

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #37 on: April 14, 2020, 12:33:08 AM »

The other CSV (spreadsheet) editor I'd recommend is LibreOffice, which is what I use. It's free to use and, as far as I know, cross-compatible.
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Stuffwriter

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #38 on: April 14, 2020, 10:09:16 AM »

I finally managed to diagnose the problem...

I had my folders arranged incorrectly and an errant capital letter was confusing the game. Modding is hard, apparently.

I've got it working now.
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Stuffwriter

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #39 on: April 14, 2020, 04:03:25 PM »

Quick question: How do you modify how many flux vents and capacitors you can put on a ship? I can't find the stat in the .csv
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SafariJohn

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #40 on: April 14, 2020, 04:20:39 PM »

Those two stats are based on ship size. 10-20-30-50 IIRC. They can be modified, though, e.g. the Loadout Design skill.
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Neuromute

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #41 on: April 18, 2020, 10:39:25 PM »

I followed the instructions for making a weapon (I'm trying to make a large beam weapon) and no matter what I do it won't show up in the game.

When I use console commands to examine it, it always says added weapons: none.

I've scoured the internet for other weapon making guides or examples but nothing works. Even when I try copying over weapons from other mods they don't show up.

I've made some mods that add ships before, and some that add systems, and they work perfectly.

I don't know what I'm doing wrong. Help?
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AxleMC131

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #42 on: April 18, 2020, 11:57:35 PM »

(You definitely enabled the mod in the launcher?  ;) )

Post a download for the mod here and I'll take a look.
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Neuromute

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #43 on: April 19, 2020, 08:10:48 AM »

I'd have to learn how to make something downloadable. At this point it was just a re-skinned high intensity laser anyway, I was trying to get anything to work and then alter from there.

Could you link a mod that just adds a single weapon? That way I can alter something that already works.
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SafariJohn

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Re: [TUTORIAL] Intro to modding for complete beginners
« Reply #44 on: April 19, 2020, 09:00:04 AM »

Rebalanced Pilums mod only modifies one weapon: https://fractalsoftworks.com/forum/index.php?topic=10598.0
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